Adding damage cooldown/"invincibility frames" as in Live (#1276)

* Added cooldown handling

* Made most of the logs hidden outside of debug mode

* removed weird submodule

* kill this phantom submodule

* updated to reflect reviewed feedback

* Added IsCooldownImmune() method to DestroyableComponent

* friggin typo

* Implemented non-pending changes and added cooldown immunity functions to DestroyableComponentTests

* add trailing linebreak

* another typo :(

* flipped cooldown test order (not leaving immune)

* Clean up comment and add DestroyableComponent test
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jadebenn 2023-11-12 05:53:03 -06:00 committed by GitHub
parent 2c9a98313a
commit 411dce7457
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7 changed files with 132 additions and 43 deletions

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@ -3,6 +3,8 @@
#include "Game.h" #include "Game.h"
#include "Logger.h" #include "Logger.h"
#include "EntityManager.h" #include "EntityManager.h"
#include "dZoneManager.h"
#include "WorldConfig.h"
#include "DestroyableComponent.h" #include "DestroyableComponent.h"
#include "BehaviorContext.h" #include "BehaviorContext.h"
#include "eBasicAttackSuccessTypes.h" #include "eBasicAttackSuccessTypes.h"
@ -13,8 +15,15 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>(); auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
if (destroyableComponent != nullptr) { if (destroyableComponent != nullptr) {
PlayFx(u"onhit", entity->GetObjectID()); PlayFx(u"onhit", entity->GetObjectID()); //This damage animation doesn't seem to play consistently
destroyableComponent->Damage(this->m_MaxDamage, context->originator, context->skillID); destroyableComponent->Damage(this->m_MaxDamage, context->originator, context->skillID);
//Handle player damage cooldown
if (entity->IsPlayer() && !this->m_DontApplyImmune) {
const float immunityTime = Game::zoneManager->GetWorldConfig()->globalImmunityTime;
destroyableComponent->SetDamageCooldownTimer(immunityTime);
LOG_DEBUG("Target targetEntity %llu took damage, setting damage cooldown timer to %f s", branch.target, immunityTime);
}
} }
this->m_OnSuccess->Handle(context, bitStream, branch); this->m_OnSuccess->Handle(context, bitStream, branch);
@ -72,6 +81,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
} }
if (isImmune) { if (isImmune) {
LOG_DEBUG("Target targetEntity %llu is immune!", branch.target);
this->m_OnFailImmune->Handle(context, bitStream, branch); this->m_OnFailImmune->Handle(context, bitStream, branch);
return; return;
} }
@ -178,11 +188,15 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
return; return;
} }
const bool isImmune = destroyableComponent->IsImmune(); const float immunityTime = Game::zoneManager->GetWorldConfig()->globalImmunityTime;
LOG_DEBUG("Damage cooldown timer currently %f s", destroyableComponent->GetDamageCooldownTimer());
const bool isImmune = (destroyableComponent->IsImmune()) || (destroyableComponent->IsCooldownImmune());
bitStream->Write(isImmune); bitStream->Write(isImmune);
if (isImmune) { if (isImmune) {
LOG_DEBUG("Target targetEntity %llu is immune!", branch.target);
this->m_OnFailImmune->Calculate(context, bitStream, branch); this->m_OnFailImmune->Calculate(context, bitStream, branch);
return; return;
} }
@ -203,6 +217,12 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
bitStream->Write(isSuccess); bitStream->Write(isSuccess);
//Handle player damage cooldown
if (isSuccess && targetEntity->IsPlayer() && !this->m_DontApplyImmune) {
destroyableComponent->SetDamageCooldownTimer(immunityTime);
LOG_DEBUG("Target targetEntity %llu took damage, setting damage cooldown timer to %f s", branch.target, immunityTime);
}
eBasicAttackSuccessTypes successState = eBasicAttackSuccessTypes::FAILIMMUNE; eBasicAttackSuccessTypes successState = eBasicAttackSuccessTypes::FAILIMMUNE;
if (isSuccess) { if (isSuccess) {
if (healthDamageDealt >= 1) { if (healthDamageDealt >= 1) {
@ -236,6 +256,8 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
} }
void BasicAttackBehavior::Load() { void BasicAttackBehavior::Load() {
this->m_DontApplyImmune = GetBoolean("dont_apply_immune");
this->m_MinDamage = GetInt("min damage"); this->m_MinDamage = GetInt("min damage");
if (this->m_MinDamage == 0) this->m_MinDamage = 1; if (this->m_MinDamage == 0) this->m_MinDamage = 1;

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@ -48,6 +48,8 @@ public:
*/ */
void Load() override; void Load() override;
private: private:
bool m_DontApplyImmune;
uint32_t m_MinDamage; uint32_t m_MinDamage;
uint32_t m_MaxDamage; uint32_t m_MaxDamage;

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@ -73,6 +73,8 @@ DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
m_ImmuneToQuickbuildInterruptCount = 0; m_ImmuneToQuickbuildInterruptCount = 0;
m_ImmuneToPullToPointCount = 0; m_ImmuneToPullToPointCount = 0;
m_DeathBehavior = -1; m_DeathBehavior = -1;
m_DamageCooldownTimer = 0.0f;
} }
DestroyableComponent::~DestroyableComponent() { DestroyableComponent::~DestroyableComponent() {
@ -179,6 +181,10 @@ void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsIn
} }
} }
void DestroyableComponent::Update(float deltaTime) {
m_DamageCooldownTimer -= deltaTime;
}
void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) { void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest"); tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
if (!dest) { if (!dest) {
@ -464,6 +470,10 @@ bool DestroyableComponent::IsImmune() const {
return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0; return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
} }
bool DestroyableComponent::IsCooldownImmune() const {
return m_DamageCooldownTimer > 0.0f;
}
bool DestroyableComponent::IsKnockbackImmune() const { bool DestroyableComponent::IsKnockbackImmune() const {
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>(); auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>(); auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
@ -546,7 +556,8 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
return; return;
} }
if (IsImmune()) { if (IsImmune() || IsCooldownImmune()) {
LOG_DEBUG("Target targetEntity %llu is immune!", m_Parent->GetObjectID()); //Immune is succesfully proc'd
return; return;
} }

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@ -24,6 +24,7 @@ public:
DestroyableComponent(Entity* parentEntity); DestroyableComponent(Entity* parentEntity);
~DestroyableComponent() override; ~DestroyableComponent() override;
void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void LoadFromXml(tinyxml2::XMLDocument* doc) override; void LoadFromXml(tinyxml2::XMLDocument* doc) override;
void UpdateXml(tinyxml2::XMLDocument* doc) override; void UpdateXml(tinyxml2::XMLDocument* doc) override;
@ -166,6 +167,11 @@ public:
*/ */
bool IsImmune() const; bool IsImmune() const;
/**
* @return whether this entity is currently immune to attacks due to a damage cooldown period
*/
bool IsCooldownImmune() const;
/** /**
* Sets if this entity has GM immunity, making it not killable * Sets if this entity has GM immunity, making it not killable
* @param value the GM immunity of this entity * @param value the GM immunity of this entity
@ -416,8 +422,13 @@ public:
const bool GetImmuneToQuickbuildInterrupt() { return m_ImmuneToQuickbuildInterruptCount > 0; }; const bool GetImmuneToQuickbuildInterrupt() { return m_ImmuneToQuickbuildInterruptCount > 0; };
const bool GetImmuneToPullToPoint() { return m_ImmuneToPullToPointCount > 0; }; const bool GetImmuneToPullToPoint() { return m_ImmuneToPullToPointCount > 0; };
int32_t GetDeathBehavior() const { return m_DeathBehavior; } // Damage cooldown setters/getters
void SetDamageCooldownTimer(float value) { m_DamageCooldownTimer = value; }
float GetDamageCooldownTimer() { return m_DamageCooldownTimer; }
// Death behavior setters/getters
void SetDeathBehavior(int32_t value) { m_DeathBehavior = value; } void SetDeathBehavior(int32_t value) { m_DeathBehavior = value; }
int32_t GetDeathBehavior() const { return m_DeathBehavior; }
/** /**
* Utility to reset all stats to the default stats based on items and completed missions * Utility to reset all stats to the default stats based on items and completed missions
@ -605,6 +616,11 @@ private:
* Death behavior type. If 0, the client plays a death animation as opposed to a smash animation. * Death behavior type. If 0, the client plays a death animation as opposed to a smash animation.
*/ */
int32_t m_DeathBehavior; int32_t m_DeathBehavior;
/**
* Damage immunity cooldown timer. Set to a value that then counts down to create a damage cooldown for players
*/
float m_DamageCooldownTimer;
}; };
#endif // DESTROYABLECOMPONENT_H #endif // DESTROYABLECOMPONENT_H

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@ -1490,6 +1490,24 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
return; return;
} }
//Testing basic attack immunity
if (chatCommand == "attackimmune" && args.size() >= 1 && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) {
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
int32_t state = false;
if (!GeneralUtils::TryParse(args[0], state)) {
ChatPackets::SendSystemMessage(sysAddr, u"Invalid state.");
return;
}
if (destroyableComponent != nullptr) {
destroyableComponent->SetIsImmune(state);
}
return;
}
if (chatCommand == "buff" && args.size() >= 2 && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) { if (chatCommand == "buff" && args.size() >= 2 && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) {
auto* buffComponent = entity->GetComponent<BuffComponent>(); auto* buffComponent = entity->GetComponent<BuffComponent>();

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@ -25,6 +25,7 @@
|ban|`/ban <username>`|Bans a user from the server.|4| |ban|`/ban <username>`|Bans a user from the server.|4|
|approveproperty|`/approveproperty`|Approves the property the player is currently visiting.|5| |approveproperty|`/approveproperty`|Approves the property the player is currently visiting.|5|
|mute|`/mute <username> (days) (hours)`|Mute player for the given amount of time. If no time is given, the mute is indefinite.|6| |mute|`/mute <username> (days) (hours)`|Mute player for the given amount of time. If no time is given, the mute is indefinite.|6|
|attackimmune|`/attackimmune <value>`|Sets the character's immunity to basic attacks state, where value can be one of "1", to make yourself immune to basic attack damage, or "0" to undo.|8|
|gmimmune|`/gmimmunve <value>`|Sets the character's GMImmune state, where value can be one of "1", to make yourself immune to damage, or "0" to undo.|8| |gmimmune|`/gmimmunve <value>`|Sets the character's GMImmune state, where value can be one of "1", to make yourself immune to damage, or "0" to undo.|8|
|gminvis|`/gminvis`|Toggles invisibility for the character, though it's currently a bit buggy. Requires nonzero GM Level for the character, but the account must have a GM level of 8.|8| |gminvis|`/gminvis`|Toggles invisibility for the character, though it's currently a bit buggy. Requires nonzero GM Level for the character, but the account must have a GM level of 8.|8|
|setname|`/setname <name>`|Sets a temporary name for your player. The name resets when you log out.|8| |setname|`/setname <name>`|Sets a temporary name for your player. The name resets when you log out.|8|

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@ -536,3 +536,22 @@ TEST_F(DestroyableTest, DestroyableComponentImmunityTest) {
} }
/**
* Test the Damage cooldown timer of DestroyableComponent
*/
TEST_F(DestroyableTest, DestroyableComponentDamageCooldownTest) {
// Test the damage immune timer state (anything above 0.0f)
destroyableComponent->SetDamageCooldownTimer(1.0f);
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 1.0f);
ASSERT_TRUE(destroyableComponent->IsCooldownImmune());
// Test that the Update() function correctly decrements the damage cooldown timer
destroyableComponent->Update(0.5f);
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 0.5f);
ASSERT_TRUE(destroyableComponent->IsCooldownImmune());
// Test the non damage immune timer state (anything below or equal to 0.0f)
destroyableComponent->SetDamageCooldownTimer(0.0f);
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 0.0f);
ASSERT_FALSE(destroyableComponent->IsCooldownImmune());
}